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Tag: howto

Continuous patrolling in Pawtners Case

Yesterday, I got the third prototype for my game Pawtners Case. I have this design pillar, which is called “continuous patrol”. One of the objectives of the ideation stage and pre-production is to decide on design pillars that will guide the rest of the production and launch.

That means that I don’t want to have a main menu. You run the game, you are in the game. Most games do not need a main menu, especially nowadays when loading a game takes so much times and connections.

Also, there is no death condition. You can fall off the level (imagine levels are islands in the sky) and land on the same level again. I am also thinking of minigames to do.

Credits will be integrated into the game, too. You can ignore them, but you don’t have to skip them.

How to make a stream-able game

Yesterday I discovered this channel and this specific video by Gavin Eisenbeisz, the creator of the successful horror game Choo-choo Charles.

The man shared useful information about creating a game for streamers. It contains something I have been thinking a lot these days, and implementing in my indie game Pawtners Case.

There is something that PC/Console games should learn from mobile games: you run the game, you are in the game. It is good to welcome the Player into the experience, but often, it gets slow and overwhelming with more than three steps to arrive at the gameplay.

The video features a document containing all the information, in case you are more of a reading person. Enjoy!

Entire Steam catalog scraped!

A random guy on the Internet used many APIs and web spiders to scrap interesting data. The result is here:

It confirmed something I had been suspecting for weeks. In fact, I cannot say too much but I am working with a client from Singapore on a game that will be published on Steam. The money is moving towards indie and premium, people are running away from free-to-play. At least people that contact me, small and mid companies.

The difference is that in indie you look for originality. You look for an empty space to fill, something new. Indie gamers are people looking for novelty. They like certain mechanics and flows, as everybody. But they want to see interesting mixes of genres.

F2P developers, instead, look for different things. A F2P game starts always from a clone. Then you try to make the +1 innovation, which generally speaking is an improvements towards live operations, that are:

  • Events and offers
  • Tutorials and quality improvements
  • Adjusts to players’ progression
  • New features

The goal of this is to improve the ROAS (return on advertisement spending). You spend money to bring people in with ads, and you get money from this people, eventually.

Two completely different world, very interesting both!

Love your GDDs

There is a trending voice on socials that says that “GDDs are not important,” and that “Who wants to read all of that text?” and so on. I am mostly a writer, and writing is important. Not because every piece we write needs to be shared among our team. But because it’s the best medium (and the cheapest) to have clear ideas.

When you learn how to write, you become a better communicator. You can also inspire others with short sentences on a Slack channel. But to arrive at that, you need to write a lot. One of the reasons I have this daily blog is this one.

I am applying to a Spanish government’s fund for video games, and I was faster in completing all the documentation needed because I have written a lot about my game in great detail. And I am continuing to do it every day as I play the build I have.

I like to read again what I wrote 3 months later and see how the game evolves. There are also documents that I want to keep updated with changes. Others that I like to print and have physical. It’s part of my love for the craft.

Readability and permissiveness

I read that gamers spend more hours watching others play than playing videogames on their own.

This inevitably leads to the creation of games that are more fun to show to others. Games that are too complicated to understand or with many fail conditions are penalized. Games are designed not only for players but also for streamers, which are an important driver of sales.

A streamer wants to entertain but also show that he is good. Spending two hours thinking or losing miserably because you made bad strategic choices at the beginning is not the best. This is probably why puzzle games are not so popular on Steam. This is also why RTS games are not trendy anymore, probably.

Streamability depends not just on the genre, but on two factors:

  1. the readability of the mechanics, having something that can be understood from a 5-second video is key
  2. the permissiveness of the rules, the black box is better if it allows epic wins even at the last moment.

Writing is the most important skill

The most important skill for a creative person is writing. When you write well, you are able to inspire and explain concepts. I like to write and practice my writing skills. I am not a English native speaker, but still I love to practice my English writing skills and improve them.

I feel that I am more effective on paper than in person. Maybe because I am tall but not intimidating, I don’t know. With my words, I get more authority in what I say, or at least that’s how I feel.

There is a tendency to avoid too much documentation to read and share. I am very much against that, to me, words are important. Words matter a lot, and we should care about that part very much. Both design and tech documentation are very important.

Speaking of which, my game Pawtners Case is going forward. I found an Italian outsourcing company that is helping me with its development. They like to write, I am lucky to have met them. You can watch the last videos here on my Italian substack.

Find a way to talk

Years ago a politician spoke from a pulpit and people listened to him. Today there is a dialogue, real or virtual, with people. Otherwise, the politician has difficulty winning.

Years ago television told stories and people watched dancers and presenters from home. Today we see more dialogues and artists who train to become professionals.

Years ago the blog trend exploded on the Internet. People wrote and whoever wanted to read and commented. Today, various types of social media are used to connect with readers and dialogue. Substack works very well.

Years ago a company created a video game and put it on the shelves. People bought it and finished it. Today a company makes a video game and establishes a dialogue with the players. The video game is constantly updated.

The key to the intricate problem of distribution is to ease communication. Even while the game is being developed. Test the product with performance marketing, but open opportunities for dialogue, too.

Distribution is challenging

Consumption habits have changed a lot in the last few years. Nowadays that is a significant number of people that buy a console to play a single game. Usually, that game is Fortnite.

Games are not underground like before, now they are mainstream. This brings a lot of challenges to distribution. They are cool, they are the normal thing one does. Before it wasn’t like that.

How to face this challenge? Phil Spencer said “less Excel” yesterday, and maybe he is right. It’s not about using a budget to push the thing out, but more about trying to have a conversation with the right crowd.

Embracing creative

  • creative: a person whose job involves producing original ideas or doing artistic work (Definition of creative from the Cambridge Advanced Learner’s Dictionary & Thesaurus)
  • creative director: a person in a company or advertising agency who is in charge of the work involving original ideas about how to design, advertise and sell products (Definition of creative director from the Cambridge Business English Dictionary)

I don’t know if Cambridge University is to blame, but there is a substantial difference between business and design/art in the concept of “creative“.

Concretely, in business, it is important to think about how to sell a creative product with original ideas. However, we often ignore this nuance when we focus on the more artistic part of our work.

It took me a while to understand that a game designer works for someone, not for players in general. In the sense that we have no control over what will come out at the end of the production process. What we have is the responsibility to facilitate this process, which is very different.

When you understand this and accept it, you live much better!

What do you do the first day?

You are a game designer and for the first day you are on a new project. The game is not your idea, it belongs to a company that wants to improve its business. What do you do?

You play, that’s what you do. You play a lot, and you take notes. And you ping your colleagues and try to understand their point of view.

The rest will come, avoid jumping directly to solutions. Good game design is about connecting elements and removing superfluous. In the first stages, the risk is adding too much. A simple technique is to write down a story of a player playing your game from a first-person perspective.